C2C SVN Changelog

- Remove strange character at start of SO_CIV4LeaderHeadInfos.xml.


Thx, didnt know:crazyeye:

Also

Re-did the changed DH made to Sargon's schema's pls make a note of this Sargon, thx.
 
Just an FYI - as you may have noticed, I haven't been very active recently. Currently I'm extremely busy with other things, so my c2c participation will be minimal for a period (probably about 2 months). I will keep a weather eye on the bugs thread and try to fix serious issues (crashes and hangs) that are reported if I am able to.
 
Just an FYI - as you may have noticed, I haven't been very active recently. Currently I'm extremely busy with other things, so my c2c participation will be minimal for a period (probably about 2 months). I will keep a weather eye on the bugs thread and try to fix serious issues (crashes and hangs) that are reported if I am able to.

Was wondering how things were going for you. I'm glad it's looking like it'll be temporary. This mod team still needs you much as it always has... I can point to a number of things where I'm saying... well... when Koshling gets to that it'll be better.

But I'm sure we can all understand a little down time and I, for one, am very thankful you'll be around to keep an eye on bugs (and keep up with the mp games right? lol)
 
If you guys want to use C2C Smilies click the link on my sig, (it has descriptions too).

I am thirsty, I should drink some
vwsITEr.png
.
I can't wait to get the
kQbhyyV.png
started.
The
DTyyQbS.png
is growing in me.
I am reading a book because I want more
L5vXE89.png
.
If you can't do the time, don't do the
RBjbPo6.png
.
Disneyland generates more
cEBSir5.png
in the summer.
Her dress is very
AdqV6QN.png
.
Caveman2Cosmos is my favorite form of
PauYcXA.png
.
Ahh, I think I am getting sick or have a
4AD0zuu.png
.
The Atom bomb unleashed alot of
tv0nDyy.png
.
 
Azure... please attempt a biohazard symbol for the disease property. It is not so complex it wouldn't work and be differentiated from the radiation (which would need to lose its glass glossover to make that work within our low res environment compared to the image above)
 
Azure... please attempt a biohazard symbol for the disease property. It is not so complex it wouldn't work and be differentiated from the radiation (which would need to lose its glass glossover to make that work within our low res environment compared to the image above)

Yeah, I decided to leave the biohazard.

6275

Added the base code for:

L5vXE89.png
Education Property
Current Modifiers: 1 every Population, Operation Range 0-10000 (for now)

AdqV6QN.png
Luxury Property
Current Modifiers: 1 every Population, Operation Range 0-10000 (for now)

PauYcXA.png
Entertainment Property
Current Modifiers: 1 every Population, Operation Range 0-10000 (for now)


cEBSir5.png
Tourism Property
Current Modifiers: 1 every Population, Operation Range 0-10000 (for now)

(Demostrative, stats not modifed in SVN)
BH5Mtm8.png




Please Discuss in Proposed Properties Thread
 
Azure... please attempt a biohazard symbol for the disease property. It is not so complex it wouldn't work and be differentiated from the radiation (which would need to lose its glass glossover to make that work within our low res environment compared to the image above)

I have to agree the shine gloss makes it hard to see. A simple bold one would work such as this. Or even a triangular one.
 
Why are these showing up in the unit area?? I believe these were submitted in the last SVN

I didn't change Air or Water, is your mouse on terrain?
 
6276
Added 25 AI Weight to Education, Luxury, Entertainment, and Tourism Properties.
(Original CIV4CommerceInfo.xml has AIPercentagageWeight at 25 for gold, culture, espionage, and Research at 125, so I used that as a guide.).

Added -100 AI Weight to Disease (Crime, Air Pollution, Water Pollution were at -100, Disease was at 0).


6277,6778,6779
Edited AI Weight to 95 for Education, Luxury, Entertainment, and Tourism Properties because YieldInfos has Food at 100, Production at 110, and Commerce at 80 in Yieldinfos.xml. Since Certain buidings require Points to build it makes sense to have them near the range of Production, but not overvalue Food(100), Production(110), or Research (125).
 
Why are these showing up in the unit area?? I believe these were submitted in the last SVN

It has been like this for ages... The last lines discribe the plot the unit is on, not the unit itself. Thus you see "hill" and it's Food/Prod/Commerce values. And also the Pollution of it.
 
It has been like this for ages... The last lines describe the plot the unit is on, not the unit itself. Thus you see "hill" and it's Food/Prod/Commerce values. And also the Pollution of it.

Well then i think it should NOT be there, no need for that, since the unit is not a builder or worker.


Update: toned down the wind/cave sounds from 100 to 50, was to much of a distraction when hovering over them
 
6276
Added 25 AI Weight to Education, Luxury, Entertainment, and Tourism Properties.
(Original CIV4CommerceInfo.xml has AIPercentagageWeight at 25 for gold, culture, espionage, and Research at 125, so I used that as a guide.).

Added -100 AI Weight to Disease (Crime, Air Pollution, Water Pollution were at -100, Disease was at 0).


6277,6778,6779
Edited AI Weight to 95 for Education, Luxury, Entertainment, and Tourism Properties because YieldInfos has Food at 100, Production at 110, and Commerce at 80 in Yieldinfos.xml. Since Certain buidings require Points to build it makes sense to have them near the range of Production, but not overvalue Food(100), Production(110), or Research (125).

Adding these weights might screw things up, because (unless it's changed very recently) there really isn't much of a penalty to these properties having bad values in the current assets. By setting their weight you are asserting to the AI that they must be fought against in proportion to their weight - i.e. - AI will try to fight disease as hard as it tries to fight crime. Because there isn't really a terribly bad consequence to disease in the current assets this is likely to make the AI concentrate on thing that really won't make much difference. The weight for disease specifically was left at 0 until such time as the disease system had more fleshed out consequences. If those consequences have now been added such that being half way through the operational range for disease [I'm not sure what operational range it defines off hand - crime is 0-1000 I think] is as bad as being half way through that for crime (i.e. - 500 crime), then i i correct that they have the same weight. Is that the case...?
 
Adding these weights might screw things up, because (unless it's changed very recently) there really isn't much of a penalty to these properties having bad values in the current assets. By setting their weight you are asserting to the AI that they must be fought against in proportion to their weight - i.e. - AI will try to fight disease as hard as it tries to fight crime. Because there isn't really a terribly bad consequence to disease in the current assets this is likely to make the AI concentrate on thing that really won't make much difference. The weight for disease specifically was left at 0 until such time as the disease system had more fleshed out consequences. If those consequences have now been added such that being half way through the operational range for disease [I'm not sure what operational range it defines off hand - crime is 0-1000 I think] is as bad as being half way through that for crime (i.e. - 500 crime), then i i correct that they have the same weight. Is that the case...?

That is not the case, and I will change disease back to 0.
Thanks for the explanation, it makes sense to me why disease was left at 0 now .
 
Well then i think it should NOT be there, no need for that, since the unit is not a builder or worker.
You're looking at the plot hover, not the unit information. The plot hover information contains unit information to an excess I feel and is one of the next targets for a hotkey mechanism to hide a lot of it unless that's what you're TRYING to see.

My point being, that the property info is what does belong there and the massive display of stack information shouldn't be automatically visible on hovering over the plot.
 
You're looking at the plot hover, not the unit information. The plot hover information contains unit information to an excess I feel and is one of the next targets for a hotkey mechanism to hide a lot of it unless that's what you're TRYING to see.

My point being, that the property info is what does belong there and the massive display of stack information shouldn't be automatically visible on hovering over the plot.

Agreed
 
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